Unfortunately I will have time only at the end of week...
Siesta, any ETA...?

or some diary?
ETA wise, I'm afraid it'll be a while. At the very least a month.
Unfortunately I'm still somewhat stuck on unit control, and I'm at a point where I'm considering throwing the idea of doing micro control on units out of the window. I have two ways of controlling unit movement, and both just don't seem to work properly.
- Calling direct move orders is still giving me the rare double move where units suddenly walk twice as far as they can, which I can't seem to trace down to anything. It may be that the internal AI execution isn't actually halted while in my lua code, so that I have to beat the internal AI to the punch when it comes to ordering moves. On top of double moves, I'm also seeing impossible move+promotion turns etc.
Additionally, it seems to do something funky where it's making the internal AI stack units. I've seen cases where a barbarian unit (which I'm not controlling) moved on top of a players unit without attacking it. And leaders playing 2 UPT with their own units is super common too.
-Ordering units around with operations has so far been very unpredictable, with units not always moving where I order them to / with them not attacking even though I order them to. Since I can't see the eventual results of my orders (since they happen after my code execution), I can't adjust. So it ends up doing weird moves, like settlers moving onto tiles they think they'll be protected on, while the protector chose to do run off. I also can't find a reliable way of doing 'end turn' yet, with units either running off when they have mp left, or somehow fail to heal even while standing still.
It's too bad, because it actually works pretty decently when it's not bugging out. Civs lose far less units against barbs even with my initial simple micro logic.
On building choices I'm making good progress. So far I've not encountered any weird issues with the internal AI being in the way or with lack of control. I'm now working on my own build choices evaluation system and it's coming along nicely. I'm basing 95% of it on variables I can read out of the database, to support mods etc. It already handles some things better than the default, but still has big gaps (like currently it doesn't do any projects yet)
The settling spot choice logic is working well too. Spots chosen seem superior to the inbuild AI. Due to the unit microing system, they also get to their destinations much faster on average, but yeah, that's going to have to be abandoned if I can't get it to work bugfree.